<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to bugs</title><link href="https://sourceforge.net/p/route64/bugs/" rel="alternate"/><link href="https://sourceforge.net/p/route64/bugs/feed.atom" rel="self"/><id>https://sourceforge.net/p/route64/bugs/</id><updated>2006-02-13T08:59:55Z</updated><subtitle>Recent changes to bugs</subtitle><entry><title>Reset hangs emulator</title><link href="https://sourceforge.net/p/route64/bugs/14/" rel="alternate"/><published>2006-02-13T08:59:55Z</published><updated>2006-02-13T08:59:55Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.netb81a8e28706ab9e499f3c23042c59d10f6e71f51</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;A reset sometimes hangs the emulator.  This is not the &lt;br /&gt;
case with every reset but has a probability of  ~0.5.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Game image drol.d64 results in exception.</title><link href="https://sourceforge.net/p/route64/bugs/13/" rel="alternate"/><published>2005-01-22T11:04:02Z</published><updated>2005-01-22T11:04:02Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.netd34247a721c385e84548c4b1f44b96f54eb946a3</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Loading from game image drol.d64 as available on &lt;br /&gt;
c64.com results in ArrayIndexOutOfBonds.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>CIA timers hang the emulation.</title><link href="https://sourceforge.net/p/route64/bugs/12/" rel="alternate"/><published>2005-01-06T00:24:16Z</published><updated>2005-01-06T00:24:16Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net1cae5c865156a56464363e264a7d9bb513918915</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Test case is the game bandits.d64&lt;/p&gt;
&lt;p&gt;Behaviour is that the emulation hangs if this game is &lt;br /&gt;
RUN.  The reason for that is that the CIA timer &lt;br /&gt;
emulation in multi-shot mode refuses to release the kept &lt;br /&gt;
monitor which results in the fact that a call to a timer &lt;br /&gt;
restart blocks (since being synchronised on the same &lt;br /&gt;
monitor).&lt;/p&gt;
&lt;p&gt;Solution is to wait() instead of sleep(), since the former &lt;br /&gt;
does release held monitors while wait()ing, allowing the &lt;br /&gt;
restart call to succeed.&lt;/p&gt;
&lt;p&gt;Defect was introduced with the solution for the &lt;br /&gt;
multiprocessor race condition.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Indirect Addressing crosses page boundaries</title><link href="https://sourceforge.net/p/route64/bugs/11/" rel="alternate"/><published>2005-01-06T00:18:44Z</published><updated>2005-01-06T00:18:44Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.nete3fc42baecc53497c485f9031e97274881f6c8d3</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;All indirect addressing modes currently cross page &lt;br /&gt;
boundaries which is wrong.  The following cites the &lt;br /&gt;
relevant parts of the 6510 instruction set docs that can &lt;br /&gt;
be found at &lt;br /&gt;
www.digitpress.com/the_digs/vic20/melick/6502b.txt :&lt;/p&gt;
&lt;p&gt;Indirect addressing modes do not handle page boundary &lt;br /&gt;
crossing at all. When the parameter's low byte is $FF, &lt;br /&gt;
the effective address wraps around and the CPU fetches &lt;br /&gt;
high byte from $xx00 instead of $xx00+$0100.&lt;br /&gt;
E.g. JMP ($01FF) fetches PCL from $01FF and PCH &lt;br /&gt;
from $0100, and LDA ($FF),Y fetches the base address &lt;br /&gt;
from $FF and $00.&lt;br /&gt;
Indexed zero page addressing modes never fix the &lt;br /&gt;
page address on crossing the zero page boundary.&lt;br /&gt;
E.g. LDX #$01 : LDA ($FF,X) loads the effective &lt;br /&gt;
address from $00 and $01.&lt;/p&gt;
&lt;p&gt;This impacts plain indirect addressing as well as the zero &lt;br /&gt;
page indirect indexed addressing modes.  The impacted &lt;br /&gt;
component is the processor emulation in Cpu6510.java.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Reset not possible when module marker set.</title><link href="https://sourceforge.net/p/route64/bugs/10/" rel="alternate"/><published>2004-08-19T06:53:46Z</published><updated>2004-08-19T06:53:46Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net5d753f6b789b7bbc9cc4949f8a3164c8b93e891d</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;If a program sets the module start vector, then reset is &lt;br /&gt;
not longer possible, instead the module autostart is &lt;br /&gt;
performed on resetting.&lt;/p&gt;
&lt;p&gt;While this nicely emulates the original 64's behaviour, it &lt;br /&gt;
is not possible without closing the emulator to get rid of &lt;br /&gt;
games using this feature.&lt;/p&gt;
&lt;p&gt;Either the reset should alway be a hard-reset, also &lt;br /&gt;
resetting the module marker, or it should be possible &lt;br /&gt;
from the user interface to select soft or hard reseT:&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Dsiplay of about dialog fails in webstart</title><link href="https://sourceforge.net/p/route64/bugs/9/" rel="alternate"/><published>2004-06-05T09:02:29Z</published><updated>2004-06-05T09:02:29Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net711c57fad04292fe2f353e12e228df855d0128ac</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The about dialog does not open under webstart.  Reason &lt;br /&gt;
is access to the system properties that is not allowed in &lt;br /&gt;
a sandbox environment.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Build target dist incomplete</title><link href="https://sourceforge.net/p/route64/bugs/8/" rel="alternate"/><published>2004-06-05T08:59:31Z</published><updated>2004-06-05T08:59:31Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.netdcc0d04251bcccf9a5f90e4c7161b8ee17fa3065</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The dist build target currently does only create the &lt;br /&gt;
binary executables, not the web site.&lt;/p&gt;
&lt;p&gt;Dist should create everything needed for a distribution.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Executable jar contains *.html docs.</title><link href="https://sourceforge.net/p/route64/bugs/7/" rel="alternate"/><published>2003-06-10T20:42:25Z</published><updated>2003-06-10T20:42:25Z</updated><author><name>Michael Binz</name><uri>https://sourceforge.net/u/michab66/</uri></author><id>https://sourceforge.net25c7c8dddcf7185365f93411d46b2090784d2ba5</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Spezl,&lt;/p&gt;
&lt;p&gt;the distribution jar file contains again *.html.  This &lt;br /&gt;
results in a visible growth of about 100k of the release.&lt;br /&gt;
Results from the 20030610 reqork of the ant script.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Too fast!?</title><link href="https://sourceforge.net/p/route64/bugs/6/" rel="alternate"/><published>2003-05-21T07:33:04Z</published><updated>2003-05-21T07:33:04Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.netd1d8a230875931c0a5dc80ce95e527f76962a631</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I'm playing Stellar7.  The game is working completely, &lt;br /&gt;
but IT RUNS TOO FAST.  I'm playing on a 500Mhz x86 &lt;br /&gt;
system.&lt;/p&gt;
&lt;p&gt;Thanks.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Sprite display is wrong</title><link href="https://sourceforge.net/p/route64/bugs/5/" rel="alternate"/><published>2003-05-20T16:57:27Z</published><updated>2003-05-20T16:57:27Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net9ce6d618e9f51c76ce35112ac3b0be2dfc823ea6</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I played the game Archon with Route64.  In the initial &lt;br /&gt;
screen the sprite display is not working -- the text &lt;br /&gt;
should read &amp;amp;quot;free fall&amp;amp;quot; but is &amp;amp;quot;free          fall&amp;amp;quot;.  Inside the&lt;br /&gt;
game the header reads &amp;amp;quot;Arc            hon&amp;amp;quot; instead &lt;br /&gt;
of &amp;amp;quot;Archon&amp;amp;quot;.&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>